Category Archives: Pathfinder Guides

Pathfinder Advanced Class Guide Playtest Analysis

As some of you Pathfinder fans may be aware, Paizo recently released a revised Advanced Class Guide playtest that was open access for everyone. I’ve seen the slippery slope that is power creep destroy 3.5 edition, mainly due to new base classes and prestige classes being added, so I was a little wary of this new offering. Nevertheless, I delved in and had a close look at all of their new classes, and I found the results quite mixed. Some of them seem a little stronger on paper, if you compare them to other base classes. Nevertheless, a lot of the concepts are good, and the abilities interesting and flavourful, which is the most important part; balance can always be tweaked. Anyways, let’s have a look at each class a little more closely, shall we?

Arcanist

Hit Die:  d6

Alternate Classes:  Wizard and Sorcerer

BAB:  Low

SP / Lvl:  2

High Saves:  Will

Profs:  Simple weapons

Strengths:

– Gets to “prepare” the spells they want to spontaneously cast each day

– Can gain access to the majority of the most useful features of both Sorcerers and Wizards through Arcane Exploits

– Can spend points from their Arcane Resevoir to boost caster level or saving throw DC

Weaknesses:

– Needs to invest in more ability scores than a pure Sorcerer or Wizard

– Slower spell progression than a pure Wizard

– No nifty favored class bonuses

Summary:

If one of these classes in particular is overpowered, it’s probably this one (not surprising, considering it’s a hybrid of two of the most powerful base classes). You gain the best of both worlds when it comes to both spontaneous and prepared casting, and you have access to the vast majority of the stuff you would care about from Sorcerer and Wizard from your Arcane Exploit abilities. Bloodline Development gives you access to the all-important Bloodline Arcana for a Sorcerer bloodline of your choice. Potent Magic is another incredible option, allowing you to make your most important spells extremely difficult to resist. If you’re going more of a blaster route, taking School Understanding and grabbing the abilities of the Evocation school or the Admixture sub-school will make you a powerhouse that might even surpass the Crossblooded blaster Sorcerer. Of course, there are no favored class bonuses to elemental damage available for the Arcanist right now, so you would lose out a little there by comparison, but you would be far more versatile.

The biggest problem the Arcanist faces is managing its ability scores. Where having a Sorcerer or Wizard start with 20 Charisma or Intelligence was possible (if a little tricky), it is far more difficult for an Arcanist. Though their spellcasting is all based on Intelligence, all of their abilities rely on Charisma. That means that they’ll need a heavy investment in Intelligence, at least a moderate investment in Charisma, and a passable investment in both Dexterity and Constitution. In all likelihood, you’ll be starting at 18 Intelligence, which is still quite good, especially considering you can boost your DCs by spending points from your Arcane Resevoir.

These guys are going to be complete powerhouses, if they’re kept like this. If they had access to either a school ability or a bloodline, they would just be strong, but being able to take both makes them monstrously effective. I suppose a similar effect can be achieved by dipping a single level of Sorcerer on a Wizard in order to gain access to the Bloodline Arcana of your choice, but I would think that a lot of DMs would put the kibosh on that level of munchkinery. Long story short, beware of optimizers playing this class.

Bloodrager

Hit Die:  d10

Alternate Classes:  Barbarian and Sorcerer

BAB:  High

SP / Lvl:  4

High Saves:  Fort

Profs:  Light armor, medium armor, shields, simple weapons, martial weapons

Strengths:

– Good base attack bonus and Rage ability makes them capable in melee

– Gains access to a few Sorcerer Bloodline abilities and feats

– Can cast a small number of Sorcerer spells

Weaknesses:

– No Barbarian Rage Powers

– Lower hit die

– Can’t wear heavy armor without suffering from spell failure

Summary:

While on the surface the disadvantages of playing a bloodrager are minimal, losing access to rage powers is devastating for a Barbarian. Some of them, like Superstition, are so powerful that high level Barbarians can become nigh-unstoppable; their hit point pools are exceptionally high, and they become practically immune to spells that allow saving throws if you take the human favored class bonus. That’s outside of the crazy pounce shenanigans you can get into with the totem powers.

The trade-off, however, is still quite good. Being able to cast spells like Shield, Blur, Displacement, Haste, Heroism, and Stoneskin on yourself makes you far better than most Barbarians at defending against physical attacks, and decreases your reliance on fellow party members for your offensive buffs. The bloodline powers and spells you gain access to are much different from those of your Sorcerer counterparts; most of them provide you with options better for physical combatants. Unfortunately for you though, unlike the Magus, you have no way of reliably combining physical attacks with your spells. Given that you’re going to need high Strength, Dexterity and Constitution, your Charisma probably won’t be higher than 14. As such, your save DCs are not going to be competitive, making buff spells your best bet for your spells slots. Still, it is nice to have a Magic Missle or Scorching Ray in your back pocket for those occasions when an enemy thinks that hovering above your melee reach is an effective defensive strategy.

Bottom line, overall, is the Bloodrager more powerful than the Barbarian? The short answer is “maybe”; it depends how you played your Barbarians before. I can assure you that a Dwarven Barbarian with a lot of Strength, the Superstition Rage Power and the Steel Soul feat is unbelievably hard to deal with. Once they get Greater Beast Totem at level 10, it’s all over. With the Bloodrager, you’re forced to invest in what is in most cases a dump stat (Charisma), your saves against spells won’t be quite so ridiculous, and you won’t get the opportunity to pounce anyone. If we are comparing the average Barbarian (not the optimized one I was just discussing) to the average Bloodrager, well… the story might be a little different. Either way you slice it, I think this class is well-balanced enough to see play at my table.

Brawler

Hit Die:  d10

Alternate Classes:  Fighter and Monk

BAB:  High

SP / Lvl:  4

High Saves:  Fort, Ref

Profs:  Light armor, simple weapons, handaxe, short sword, “close” weapons

Strengths:

– Can qualify for both Fighter and Monk feats

– “Real” full BAB

– Can give themselves temporary access to new combat feats on the fly

– Somewhat better at Combat Maneuvers

– Knockout ability can be dangerous

– Does not require as many high stats

Weaknesses:

– No Ki

– Low Will save

– No Wisdom bonus to AC

Summary:

These guys are… well, they’re a combination of a Monk and Fighter. Like me, you may be asking, ‘wait… wasn’t Fighter and Monk already combined in the Martial Artist Monk Archetype?’ Yes, it was in fact. I suppose they felt like it wasn’t… fighter-y enough, or something. Or, more likely, they’re running low on ideas. One of the nicer things about this class is that it doesn’t require a large investment in Wisdom, though your Will save will be pretty lackluster. You can and should wear armor, and will likely greatly benefit from throwing a feat into Armor Proficiency Medium and wearing Mithral. It still counts as light (though you do require the proficiency), so it won’t impede your abilities at all.

The Martial Maneuvers ability is the only other thing that makes these guys stand out, but it is pretty interesting. You start off being able to spend a move action to grant yourself the benefits of a combat feat of your choice for one minute. Later on, you can give yourself two or even three feats, or activate the ability as a swift action. This could have some neat applications, especially when you’re giving yourself access to more than one feat at a time. Martial Maneuvers takes feats that would normally be highly situational, and makes them eminently practical, since you can pick them up and drop them again at your leisure. Really need to bull rush that guy off of a ledge? Well, now you have the Improved and Greater Bull Rush feats. Find yourself imprisoned? How does Weapon Focus and Weapon Spec shiv sound? Yeah, I know you could just punch them, but I’ve always wanted to play a character with Weapon Spec shiv.

The verdict… these guys certainly aren’t overpowered. Arguably, a standard Monk is better thanks to their superior saving throws and access to Ki. Nevertheless, the flavor is interesting (I’m kind of picturing Kelgar from Neverwinter Nights 2), and the mechanics are sound, while still adding a unique twist in the form of Martial Maneuvers.

Hunter

Hit Die:  d8

Alternate Classes:  Druid and Ranger

BAB:  Med

SP / Lvl:  4

High Saves:  Fort, Ref

Profs:  Light armor, medium armor, shields, simple weapons, martial weapons

Strengths:

– Solid spellcasting and decent combat ability

– Stronger than normal Animal Companion that you can give flexible buffs to

– Share Teamwork Feats with your Animal Companion

Weaknesses:

– Benefits don’t seem to equal those of either the base Druid or Ranger

– Will likely fizzle out at double-digit levels

Summary:

These guys are a weird one. Their spellcasting follows the Bard / Inquisitor model of only reaching 6th level spells, and their Base Attack Bonus is equal to the worse of the two classes it is derived from. They are basically Animal Companion specialists able to buff up their companion (or themselves, for a more limited duration) and give them access to Teamwork Feats. My inclination is that they should be okay overall, but they’ll lack the kind of clout that a full-on warrior class would have. Animal Companions tend to be a little on the fragile side, and can start to dwindle in usefulness once you approach double-digit levels. Regrettably, I doubt this class will prove an exception to that general rule, especially considering they get very little love post level 8.

I feel like this class didn’t get enough to justify their decrease in casting effectiveness compared to the base Druid, which is already fairly powerful; perhaps an increase to high Base Attack Bonus would help balance them out a bit, though then their solid casting would need to be re-evaluated. They don’t have any particularly unique abilities outside of their ability to buff their companion and share teamwork feats with it, and the Cavalier can already do something fairly similar, only they grant it to the entire party! That said, at least there’s no rampant power-creep here, so for those who wanted a character who possesses a deep bond with an Animal Companion, maybe this will fit the bill.

Investigator

Hit Die:  d8

Alternate Classes:  Alchemist and Rogue

BAB:  Med

SP / Lvl:  6

High Saves:  Ref, Will

Profs:  Light armor, simple weapons, hand crossbow, rapier, sap, shortbow, short sword, and sword cane

Strengths:

– Excellent skill user

– Has access to Alchemist Discoveries (including Mutagen) and Rogue Talents

Weaknesses:

– Studied Combat doesn’t last long enough to be reliable, and they only receive one “Sneak Attack” per standard action they spend setting it up

– Has to focus on Intelligence to make the most of their abilities, to the detriment of combat stats

Summary:

Investigators are the class for your group’s consummate role-player; they’re the ones that love speaking in character and write complex personalities and back-stories full of intrigue and subtlety. They’re excellent skill monkeys, possessing a number of tricky ways to bump up their skill checks. Investigators aren’t particularly useful in combat, though they can hold their own well enough if they take the right abilities, like the Alchemist’s Mutagen. Their access to Alchemist extracts also helps give them a bit more combat strength and general versatility.

Unfortunately, their only trick for doing less-than-shoddy damage is quite limited. Studied Strike is an ability that pairs with Studied Combat; the latter is activated first, and once it is switched on, provides a bonus to attack rolls equal to half their Intelligence modifier. The three glaring problems with this ability are that it requires a standard action to activate, it only lasts for a number of rounds equal to half their Intelligence modifier in addition to only using half as a bonus, and a target can’t be affected by it more than once per day. But wait, it gets worse. Studied Strike, (which already does significantly less damage than Sneak Attack) immediately ends your Studied Combat state, which means that you get one good hit, and then you’re fighting like a Rogue who has no Sneak Attack. In case you didn’t know, a Rogue without Sneak Attack is really, really bad. Actually a normal Rogue is pretty bad under most circumstances. So this is… well, it’s a special kind of bad normally reserved for Wizards who run out of spells and aren’t carrying staves or Pearls of Power. It really says something that even if they could do this at will, it still wouldn’t be good. Why the arbitrary limitations? Because they’re fairly good with skills? Using skills and being in combat are two completely different types of challenges; there is no reason one character should be punished in one for being good in the other. But anyways, that’s a difference in design philosophy on my part. and I digress.

An Investigator’s only solace lies in leaning on their Alchemist side. Drinking buffing extracts and a Mutagen could make them… well… not a complete waste of space on the battlefield, just don’t expect miracles here. Investigators don’t get access to the Greater or Grand versions of Mutagen, nor can they get the more powerful Alchemist Discoveries that push Alchemists up to a top-tier class.

Overall, even a standard Rogue will likely be more effective in combat than an Investigator, but if you’re planning a campaign in the Eberron setting wherein someone wants to play an Inquisitive (fantasy detectives), this would be the right class for it… just make sure most of the campaign involves conversation as opposed to combat.

Shaman

Hit Die:  d8

Alternate Classes:  Oracle and Witch

BAB:  Medium

SP / Lvl:  4

High Saves:  Will

Profs:  Light armor, medium armor, simple weapons

Strengths:

– Flexible bonuses from different spirit animals

– Access to the Druid spell list without losing some of the best Cleric buffs

Weaknesses:

– Nothing really makes them stand out from your usual divine casters

– Abilities granted by spirits tend to be worse than the best Cleric domains and worse than most Oracle Mysteries

Summary:

I’ve read through most of what this class does a couple of times now, and I feel I can definitively state that I have no idea what to think of it. Their spellcasting progression is fast, and they have access to some solid spells, but at the end of the day, they just feel like a watered-down Cleric. Though they call them Hexes, the abilities you gain access to are closer to Cleric Domain abilities or Oracle Mysteries than they are to Witch Hexes, only they’re less powerful than either. Their proficiencies, hit die and casting stat are the same as a Cleric’s (which is weird, because neither the Witch nor the Oracle rely on Wisdom). Additionally they get this kind-of sort-of spontaneous casting ability, but it has more in common with a Cleric’s domain slot than it does with spontaneous casting. This whole class probably would have made more sense as a Cleric Archetype. Anyways, I’ll stop griping and get down to the nitty-gritty.

Shamans have some interesting flexibility thanks to their Wandering Spirit ability, but I don’t know how much of a help that would be in game, considering most of the spirit abilities are lackluster, outside of the Battle spirit. Interestingly, Shamans pull from the Druid spell list, and have a few of the better Cleric self-buffs thrown on for good measure. This could have some useful applications, including providing access to Barskin and Stoneskin, but it also gives you a lot of useless Animal Companion-related junk as well.

Shamans should be roughly on-par with a Cleric, which is certainly not the worst class to be tied with. If you like the idea of a character who runs around calling to the spirits to aid them in battle, maybe play one of these instead of a Cleric; they’re pretty much the same thing anyways.

Skald

Hit Die:  d8

Alternate Classes:  Bard and Barbarian

BAB:  Medium

SP / Lvl:  4

High Saves:  Fort, Will

Profs:  Light armor (casting permitted), medium armor (casting permitted), simple weapons, martial weapons

Strengths:

– Throw your allies into a Barbarian-like Rage

– Your allies gain the benefits of Rage Powers while affected by your Raging Song

– Has a limited access to spells not on the Bard spell list

– Medium armor proficiency and ability to cast spells while wearing it

– Proficient with all martial weapons

Weaknesses:

– Effectiveness is primarily dictated by party composition

– Cannot use any of the “utility” songs of the standard Bard

– Still primarily a support character

Summary:

I can’t believe it, someone is actually trying to fix the Bard class. And, well… they actually did a decent job of it. Where many classes experienced substantial boosts in power from 3.5 edition, Bards were left mostly by the wayside. It is my theory that Paizo, like so many other producers of D&D-based game products, secretly hates Bards (see Grobnar from Neverwinter Nights 2 for an example of how much contempt some designers have for them). Bards share the bottom of the power totem pole with Rogues, who are notoriously spotty in effectiveness. Since the Ninja archetype has been introduced, Bards have held that lonely, shameful title all by themselves. Yes, their spellcasting is okay, but they primarily specialize on enchantment spells, and they’re a far cry from the effectiveness of a Fey bloodline Sorcerer. They can’t be competitive in physical combat either, as they lack the potent self-buffs of the Cleric, Oracle or Alchemist, the Sneak Attack of the Rogue, the Base Attack Bonus of the warrior classes, and the speed and endurance of the Monk. Their Bardic Music is okay, but the bonuses for Inspire Courage don’t stack with other competence bonuses, which can be obtained through equipment, spells or abilities which can remain active nearly all the time. You could say the other standard Bard songs don’t really strike a chord with me. That’s enough harping (HUZZAH BARD PUNS!) on the core Bard though; let’s take a closer look at these guys.

The Skald has a few features that greatly differentiate it from the standard Bard, and all are extremely helpful. For one, the Skald loses access to the other standard songs of the Bard in exchange for a single, powerful one in the form of Raging Song (so much for “music calms the savage beast”). Raging Song does what you might expect; it allows the listeners to fly into a rage similar to that of the Barbarian class, though to a lesser degree (at first). This gives your allies a morale bonus to Strength and Constitution, which will have your party warriors showering you with loving adoration. It doesn’t stop there though; every three levels, the Skald gains a Rage Power that those under the effects of their song can benefit from, allowing you to do things like, oh, I don’t know… GIVE YOUR ENTIRE ADVENTURING PARTY POUNCE. I know, right? How about giving every character in your party the benefits of the Superstition Rage Power when you enter battle with a powerful caster? That’s an easy one.

Hold on, don’t get too excited yet… it gets better. The Skald’s Spell Kenning ability lets them cast a spell of your choice (of a level you can cast) from the Wizard or Cleric spell list once per day, giving you access to stuff like Divine Power, Teleport, Transformation, or even direct attacking spells like Fireball or Battering Blast. This helps give Skalds the tools they need to buff themselves, while at the same time fitting the “jack-of-all-trades”, versatile flavour of the class. The last big thing that Skalds get is the ability to wear medium armor while casting spells. This takes away the necessity of heavily investing in Dexterity and allows you to focus more on your Strength score, which will make you far more effective than most other Bards in melee combat. Throw a feat into Heavy Armor Proficiency and you can rock the mithral full plate like a champ! Slap on a two-handed martial weapon (which you’re also proficient with), and you’re ready for a night on the town! Oh and in case you weren’t impressed yet, you also get a little DR at higher levels.

The only real problem with this class is that its effectiveness is primarily dictated by your party composition. If your group consists of a melee Alchemist, a two-hander Fighter, a warrior-Cleric, a Strength-based Ninja and an archer wielding an Adaptive composite bow, you’ll probably be the MVP of your party for the entire campaign. If your party consists of a Magus, caster-Oracle, Sorcerer, Swashbuckler (see below) and a (shudder) vanilla Bard, your party members will probably scowl at you patronizingly when you start your Raging Song. Coordinate character creation with your gaming group to maximize the benefits of this excellent team-player.

Bards really needed some love, and love this surely is. Though this class can be very powerful in certain parties, I don’t think that’s really a bad thing; a character dedicated to a support role should be making a significant difference for their party. If these guys make it to print as currently written, it might finally be time to dust off your lutes, my friends.

Slayer

Hit Die:  d10

Alternate Classes:  Ranger and Rogue

BAB:  High

SP / Lvl:  6

High Saves:  Fort, Ref

Profs:  Light armor, medium armor, shields, simple weapons, martial weapons

Strengths:

– High Base Attack Bonus and some Sneak Attack progression

– When sneaking up on enemies, can easily set up on them with Favored Target

– Gains access to your choice of (some) Rogue Talents and Ranger Combat Style feats

Weaknesses:

– Sneak Attack improves slowly

– No way to obtain the Ninja Ki Pool extra attacks

– Favored Target isn’t as useful when you don’t sneak up on your enemy until you hit 7th level

Summary:

I’ll start off by saying that I really like the Slayer. I love Sneak Attacking classes, and their Favored Target ability dovetails beautifully with a stealthy build. Boasting a high Base Attack Bonus to go along with their modest Sneak Attack progression, Slayers make for great assassins (either just in flavour or in prestige class). For those of you familiar with the Baldur’s Gate series of games, these guys play a little like a Fighter / Thief; they do better damage when they sneak up on someone, but they can really kick some teeth in in toe-to-toe combat too. Favored Target is quite powerful and far more versatile than Favored Enemy, but setting it up mid-combat will slow your momentum if you haven’t hit level 7 yet. Their class skills are good and they have an impressive number of points to spend, though regrettably they didn’t inherit Disable Device or Trapfinding from their Rogue half.

Slayers can cherry-pick the best of the Ranger Combat Style feats and have access to a good chunk of Rogue talents as well. Some of the Advanced Rogue Talents are glorious on a character so proficient in combat; Opportunist in particular will be devastating if you went with a two-handed weapon. Slayers benefit a bit from having a healthy Intelligence, so balancing your stats might be slightly tricky at times. Your Will save is already pretty bad, so dumping your Wisdom could prove dangerous, though Charisma is as viable a dump stat as ever, assuming you don’t care much about using Bluff, Disguise or Intimidate. I’m a little perplexed as to why they didn’t get access to the Knowledge (nature) skill though; having good Knowledge (dungeoneering) and Knowledge (nature) would make Slayers great scouts, and give them a unique niche way to spend their plethora of skill points. It would also fit with the whole part Ranger thing.

On the flip-side, your Sneak Attack progresses quite slowly; in fact, you don’t even get your first die until level 3. The benefits of a higher Base Attack Bonus weighed against the amazing power of the Ninja Ki Pool isn’t clear cut either; yes, the Base Attack Bonus is always there and you always benefit from it, but being able to get additional attacks at your highest Base Attack Bonus is incredibly strong. You also can’t completely replace a standard Rogue, since you lack Disable Device and Trapfinding. Rangers have the advantage of some minor spellcasting and an Animal Companion, and Favored Enemy is undeniably punchier than Favored Target when a Ranger is fighting an enemy they can apply it to.

All told, this class is effective and well-balanced. I have no doubt that they will fit in fine within a party of core characters without your fellows crying bloody murder about power-creep. The flavour is fun too, and fits well with the underhanded, dishonorable, and practical warrior archetype, such as Bron from the Game of Thrones series.

Swashbuckler

Hit Die:  d10

Alternate Classes:  Fighter and Gunslinger

BAB:  High

SP / Lvl:  4

High Saves:  Ref

Profs:  Light armor, bucklers, simple weapons, martial weapons

Strengths:

– Good damage with light, one-handed piercing weapons

– Some useful defensive abilities and other miscellaneous tricks

– Can generate attacks by spending Panache to parry

– Does not require exceptionally high stats

Weaknesses:

– Fortitude and Will saving throws will likely be very poor

– Can’t do much to enemies at a range

Summary:

And, at long last, Paizo reveals a Swashbuckler class. Overall, it is quite effective, though they make the Duelist prestige class seem pretty superfluous. Swashbucklers can do truly daunting damage thanks to their Precise Strike ability, and when under attack, can counter-stab enemies quite viciously. Combat Reflexes is practically a necessity, since Opportune Parry eats up an Opportunity Attack. Menacing Swordplay is another neat feature you get access to early, allowing you to spend a swift action to Intimidate enemies who you strike in melee. Swashbucklers, somewhat unsurprisingly, also really enjoy the use of bucklers, and are one of the only classes to do so. Perhaps the most amazing thing about Swashbucklers is that as of level 4, their levels count as Fighter levels for the purposes of meeting feat prerequisites. Weapon Specialization, Greater Weapon Focus and Penetrating Strike are all within reach for you, and all are godsends.

The Swashbuckler’s only good save is Reflex, which will probably already be very high thanks to their Dexterity-focused abilities, meaning that Fortitude and Will will likely be left lacking. They can make up for this deficiency with their Charmed Life ability, which lets them add their Charisma modifier to a saving throw roll as an immediate action. They actually get a pretty solid number of uses per day of this as well, incentivizing you to load up on Charisma for a reason outside of your Panache pool.

The effectiveness of this class might partially be affected by what types of weapon enchantments your GM allows you access to; a weapon with the Agile property would help stack on some more damage and turn Strength into a relative dump stat (10 or 12 would probably be sufficient). Otherwise, you might want to get it up to 14 or so to give you a decent base damage mod.

It’s hard for me to say this, because I really love the flavour of Swashbucklers, but I do think this class is a little overpowered. They outclass a sword-and-board Fighter in nearly every conceivable way by adding their level to damage, having access to all the fighter-only combat feats, being able to generate extra attacks for themselves, and having superior defensive options. The only real fix that is needed is a removal of the ability to take Fighter-only feats. If you do decide to allow this class at your table, I recommend you make that change. The Charmed Life ability should probably be toned down a bit too, perhaps starting with one or two initial uses. It’s a cool class with a cool flavour, it’s just a little bit excessive in its implementation.

Warpriest

Hit Die:  d10

Alternate Classes:  Cleric and Fighter

BAB:  Medium (technically)

SP / Lvl:  2

High Saves:  Fort, Will

Profs:  Light armor, medium armor, heavy armor, shields, simple weapons, martial weapons

Strengths:

– Killing things

– Buffing and then killing things

– Healing self, for to better continue killing things

Weaknesses:

– Requires a number of ability scores

– Channel energy is a waste of an option

– “Fake” high Base Attack Bonus slows meeting prerequisites for feats

– Few Skills

– Fighter party members will whine about how awesome you are  😥

Summary:

Oh Warpriest, Warpriest, Warpriest… what am I going to do with you? In the first playtest package you were too weak, in this one, you’re too strong. Surely there’s a happy medium somewhere?

This is a guy (or girl) well poised to ruin your day. For starters, although Warpriests technically have a medium Base Attack Bonus, while wielding their Sacred Weapon (ie. anything they have Weapon Focus with, apparently), they count as having a high one. That means a dauntingly high attack bonus, and faster progression to iterative attacks. Slap on Inquisitor spell progression, self-healing as a swift action, and the ability to quicken any spell they have prepared multiple times per day and you have the basic skeleton of the Warpriest. Yes, you read that right; MULTIPLE SPELL-LEVEL INDEPENDENT QUICKENS PER DAY. If your jaw hasn’t dropped off your face yet, I don’t think you realize just how unbelievably powerful that is. Warpriests have a pool called Fervor, which they can use to heal themselves as a swift action, heal others as a standard action, or quicken a spell they have prepared. The only real restriction here is that you can only target yourself with the spell. BOO-HOO, I can only quicken my SELF-ONLY buffs which are my BEST SPELLS TO BEGIN WITH. So how large is this Fervor pool, you may ask? Half your level plus your Charisma modifier points, that’s how many. And I’ll tell you something… that’s actually a LOT OF USES for something so earth-shatteringly powerful. Granted, it shares uses with your swift action self-healing, but if you took the Healing Blessing (Warpriest’s version of Domains), you can quicken healing spells on yourself with a SEPARATE POOL OF QUICKENS, and THAT pool is equal to THREE plus half your level. Anyways, I think you get the idea.

Thankfully, Warpriests don’t get to snag all the Fighter feats like a Swash can, but they do get a Magus-like ability to temporarily enchant their weapons and armor, adding bonuses and properties to them. You can only enchant your weapon for 1 round / level per day, with the armor one lasting 1 minute / level per day, though you don’t acquire it until level 7. Warpriests also pick up Channel Energy at level 4, though they would have to expend uses of their Fervor pool for it, and SCREW THAT NOISE. Warpriests get to select two “Blessings” at level 1, giving them access to a couple of unique abilities. As I mentioned earlier, they function a lot like domains, but they give you specific abilities you can use a limited number of times per day, and don’t grant any extra spells. Some of those, like the aforementioned Healing Blessing, are quite powerful. The Strength Blessing is another winner, giving you a bonus to all of your attacks equal to half your Warpriest level for 1 round as a swift action (are you sensing a theme here?), though Liberation and Luck are other fantastic ones, also activated as swift actions.

The last awesome thing about Warpriests is that their weapon damage dice with their Sacred Weapon is determined by an increasing progression based on their level or their weapon, whichever is better. This is more flavourful than it is powerful, but it has some neat applications. A high-level Warpriest with good Dexterity dual-wielding kukris could be quite fun, and surprisingly effective. Certain weapons that have interesting properties but poor damage may see some use here as well, such as a bill or scythe. I would be very interested in statting out a Warpriest built around shield bashes or armor spikes with this in mind, too. If you didn’t mind spending lots of money on ammunition, you could even make a badass shuriken Warpriest.

In short, this class is stupid, stupid powerful. Between swift action stuff all over the goddamn place, a very solid spell progression and a functionally full Base Attack Bonus, the Warpriest shrugs nonchalantly when a Fighter boasts about their Weapon Specialization and Weapon Training. They chuckle audibly when the Ranger proudly mentions their ability to cast spells that supplement their combat prowess. They quirk an eyebrow at the Paladin who declares himself the ultimate divinely-powered warrior. They scoff openly when the Magus declares herself the best at combining spellcasting with combat. In other words, these guys are kind of overpowered, and probably need a solid whack from the nerf bat.

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Well, that’s it for my analysis of the new revision of the playtest! Go try out your favourites, and happy gaming to you.

Uni

Pathfinder Fighting Styles and You

Hello all!

I have a decent number of character builds out now, and I found myself frequently referencing different fighting styles, and their relative quality. That being the case, I thought it would be a good idea to explain the advantages and disadvantages of different fighting styles, and which choices are generally stronger than others. I will give each one a rating out of four, four stars being excellent, one star being very poor. So without further ado, let’s get started!

Dual-wield: **

Dual-wielding is fun flavour and it can be exciting to roll fistfulls of dice when you make a full attack, but sadly, it is one of the worse fighting styles in the game. The primary issue with dual-wielding is a fundamental problem with its interaction with its main weakness, damage reduction. Attacks with this fighting style do less damage than those of any other fighting style (usually including archery), due to an additional penalty to the damage of off-hand weapons and reduced power attack damage. That means that you make a larger number of attacks, but at lower damage. This is the exact opposite of what you want because of the prevalence of damage reduction in Pathfinder. When weapons are enchanted to a high enough degree (+3 or better), they start breaking through damage reduction, which is a great thing for dual-wielders. Here’s the issue though: you’re spending twice as much on your weapons since you have two of them. Affording two weapons that can break through even the lowest amounts of enemy damage reduction is shockingly expensive, and since you’re not wielding a shield, you need to spend more of your coin on AC boosting items as well. You could buy weapons composed of special materials, but that still only solves your problem for a single type of DR per weapon.

There are a few cases where two weapon fighting can be somewhat effective, most of which involve temporary buffs that add damage to each strike you land. Paladins and Samurai are the best examples, your damage jumping to a daunting amount when smiting or challenging an opponent. Alchemists who dual wield alchemist bombs with Rapid Shot are some of the most explosive (pun intended) damage-dealers in the game, though they do run out of resources extremely quickly. An Alchemist who takes Master Chymist can do decent amounts of damage as a dual wielder of daggers or other light simple weapons, thanks to their Brutality ability. Inquisitors gain access to the Smiting Judgment, which helps them deal with some of the more annoying types of damage reduction. While ninjas are probably better served using a two-handed weapon, a ninja or rogue who focuses on dexterity may want to take weapon finesse and a pair of agile weapons, grabbing the two weapon feint line of feats to ensure easy sneak attacks. Dual-weapon rangers can do well enough against their favored enemies, but will be outclassed by an archer ranger in most cases.

Dual wielding may be a fun concept, but in practice, it fails to shine against anything but lightly armored enemies without any kind of damage reduction. If you felt like trying to “fix” two weapon fighting, consider allowing Clustered Shots to work with this fighting style as a houserule. “Clustered Strikes” would go a long way towards fixing this issue.

Advantages:

  • Lots of attacks per round
  • Quite effective against lightly armored enemies who lack DR
  • Benefits greatly from extra damage per hit

Disadvantages:

  • Low damage per hit
  • Very high number of feats required
  • Crippling weakness to DR
  • Less effective Power Attack

Recommended Classes:

  • Alchemist*
  • Inquisitor
  • Ninja / Rogue
  • Paladin
  • Samurai

One-hander (Einhander): (Magus / Duelist ***)

One might say that there’s no reason to leave an off-hand open when you could be using it to good effect with a shield, second melee weapon, or for extra damage with a two-hander. Generally that’s true, but there are a few exceptions to that. A magus must have an open off-hand for example, and a few rogues or ninjas may decide that their attack bonus suffers too much when they dual-wield. In both of these cases, scimitars and the Dervish Dance feat can give your character the unique ability to use your Dexterity for both attack and damage, something which the sneaks and the magi can both benefit greatly from having in spades.

One other possible viable einhander is the Aldori dueling sword, which combined with the Aldori Dueling Mastery feat can give you some modest bonuses to Armor Class and Initiative.

The last, and I mean very last reason to use a single one-handed weapon is if you’re playing a duelist. Duelists in particular benefit greatly from the Aldori Dueling Mastery feat.

Keep in mind that I am in no way recommending that people choose this fighting style when they have other, better options. It is far and away the weakest fighting style available for all but niche characters.

Advantages:

  • With scimitars, can use Dexterity for attack and damage
  • Aldori Dueling Sword feats

Disadvantages:

  • Your off-hand is relatively useless
  • Strictly worse than other fighting styles except in niche cases

Recommended Classes:

  • Magus
  • Duelist

Ranged, Composite Longbow / Shortbow: ****

Ranged combat with a composite bow is one of the strongest fighting styles in the game. It is by far the best supported fighting style with respect to feats, and gives you the added advantage of being able to pick enemies off from a huge distance away. To give you an idea of the number of feats that are strong for archers, you have Point Blank Shot, Precise Shot, Rapid Shot, Deadly Aim, Manyshot, Improved Snap Shot and Clustered Shots, not to mention all of the other standard weapon-specific feats and fighter only feats. While this can make it hard to keep up with the required feats on some classes, feats like Rapid Shot and Manyshot are so strong that it’s really hard to do much complaining.

The trickiest thing about playing an archer is balancing all of your important ability scores. You need strength for your damage and dexterity for your attack bonus, not to mention all of the other ability scores that your class might require (paladin archers are particularly bad for this).

Advantages:

  • Attack from a range
  • Stellar feat support
  • Best style for dealing with DR (Clustered Shots)

Disadvantages:

  • Demands a large number of feats
  • Requires both Strength and Dexterity
  • Enemies with reach can ruin your day if they get close to you

Recommended Classes:

  • Alchemist
  • Barbarian*
  • Cavalier*
  • Cleric / Oracle
  • Fighter
  • Inquisitor
  • Monk*
  • Paladin
  • Ranger

Ranged, Other: *** (Gunslinger ****)

Generally, you’re better off with some sort of bow than with other ranged weapons, but there are exceptions, the most notable being the Gunslinger. Allowing you to use Dexterity for both your attack and damage, while often targeting touch attack AC is shockingly strong. Combined with some of their more powerful Deeds and the Snap Shot feat line, Gunslingers are a force to be reckoned with. You should ALWAYS, ALWAYS, ALWAYS carry cartridges and use the Rapid Reload feat, so you can make your full number of attacks each round with Rapid Shot and Haste. I particularly recommend the Pistolero and Musketeer archetypes, but all Gunslingers are fairly strong. Keep in mind that as a Gunslinger, one unique disadvantage is that your cartridges cost a lot of money; the cheapest ones you can make will cost you a gold piece per shot, so be prepared to be poor early on in your career.

As for other classes, shuriken-wielding Ninjas who take the Flurry of Stars Ninja Trick can fire off a mountain of sneak attacks in a single round, when they catch an enemy flat-footed. Alchemist bombs are an obvious weapon choice for Alchemists, and can come with excellent (and hard to resist) debuffs as well. Halfling sling fighters can be somewhat interesting as characters go, combined with the Warslinger alternate racial trait; it’s still painful to miss out on Manyshot though.

With the exception of the shuriken Ninja and bomb Alchemist, avoid thrown weapons; enchanting ammunition costs more than it’s generally worth since it’s one attack per use, and attaching the Returning weapon property to one weapon per attack you have is beyond ludicrously costly, not to mention that you would have to remain relatively stationary all the time.

Though generally worse than wielding a bow, the combination of feats like Clustered Shots, Deadly Aim and Rapid Shot still make just about any ranged weapon (with the exception of crossbows) quite effective.

Advantages:

  • Attack from a range
  • Stellar feat support
  • Best style for dealing with DR (Clustered Shots)

Disadvantages:

  • Demands a large number of feats
  • Enemies with reach can ruin your day if they get close to you

Recommended Classes:

  • Alchemist*
  • Fighter*
  • Gunslinger
  • Ninja*

Sword and Board: ***

The weapon and shield combination is a classic that has appeared in many fantasy films and books. It can be fairly effective in Pathfinder, if you want to go for a more defensive focus. There isn’t as much feat support for shields as there is for bows or two weapon combat, but there are more than for a two-hander. If you’re feeling particularly ambitious, you can even combine the two weapon fighting feats with shield combat via Shield Master, using a shield bash as an off-hand weapon. This requires so many feats that I wouldn’t even entertain the idea on anything but a fighter.

On a sword and board character, your AC can get truly daunting. The only real problem with this strategy is that it does nothing to help you with saving throws; in my experience, failed Fortitude and Will saves indirectly result in more PC deaths than actual physical damage does. Your damage will also be truly underwhelming; less even than a dual-wielder. That being said, this character can stand toe-to-toe with enemies several levels (or CR) higher than themselves without getting their faces punched into the dirt.

All in all, this is a serviceable fighting style. However, in Pathfinder, as in many other games, he who strikes first and strikes hardest is usually going to be the one who wins, so I generally lean more towards the other fighting styles.

Advantages:

  • Massive AC
  • Can use shield bash as an off-hand weapon

Disadvantages:

  • Least damaging fighting style

Recommended Classes:

  • Cleric / Oracle
  • Fighter
  • Paladin

Two-handed Melee: ****

Two-handed characters are some of the strongest melee characters in the game. With power attack and a high strength score, their damage can get shockingly high, and they’ll have a solid amount of flexibility as well, since it’s the least demanding fighting style when it comes to required feats.

The feats you really need to have on a two-handed character are Power Attack, Furious Focus and Weapon Focus. Outside of those, there are a number of interesting options, including class-specific feats, the Cleave tree, or miscellaneous feats like Dodge, Lunge, or Improved Initiative. Cleave, Cleaving Finish and Great Cleave can all be quite useful on a two-handed character, but their uses are somewhat situational; all of them are dependent on you having multiple enemies within reach, which gets difficult at higher levels when you’re consistently fighting large or larger enemies.

When building a two-handed character, try to get your strength as high as you can at first level, preferably 18 or better, though no less than 16. You’ll probably need to wear heavy armor, though some more generous point-buys may allow you to bump up your dexterity enough to effectively use medium or even light armor. Constitution shouldn’t be lower than 12, or your lackluster AC may lead you to an early grave. The best weapon choices are usually weapons with a high threat range and a x2 critical multiplier; a nodachi, falchion, fauchard, elven curve blade, or even a katana wielded in two hands (for Ninjas and Samurai). The reason you want a higher threat range is that your damage will be so high, a x3 or x4 multiplier will probably result in a massive amount of overkill. You’re far better off with more frequent, less damaging critical hits. The math also supports this being the superior choice, when calculating damage per round.

Other than that, do your best to maximize the number of attacks you make in a round. Consider dipping a couple of levels into Ninja for the ki pool, and try to persuade the party Wizard to cast Haste at the beginning of every combat. This combat style particularly shines for characters who can get their strength up to monstrous levels (Alchemists / Barbarians), on characters who have a lot of strong feats available to them and need to be choosy (Inquisitors / Samurai / Monks), on characters who have ways to generate more attacks for themselves (Ninja / Monk), and on characters with few feats available to them in general (pretty much all the other classes listed below except for Fighters).

Lastly, a note about monks… It is true that monks cannot add 1.5 x their strength modifier on damage rolls when using Flurry of Blows, and yes, I do take this into account when making my recommendations. Power Attack does not carry the same restriction as Flurry does, and as such the extra 1.5 x Power Attack damage sets you above most other monks in terms of damage per hit. A quarterstaff or seven branched sword are probably your best options here, though a temple sword wielded two-handed is also viable.

Advantages:

  • Extremely high damage per hit
  • Very little feat investment required
  • Greatly benefits from attack generation

Disadvantages:

  • Low-ish AC

Recommended Classes:

  • Alchemist
  • Barbarian
  • Cleric / Oracle
  • Fighter
  • Inquisitor
  • Monk
  • Ninja
  • Paladin
  • Samurai

Unarmed: ****

Something that has consistently surprised me is the amount of hate out there for unarmed monks. I have frequently read many posts claiming that monks are a terrible and underpowered class. I can assure you, if you think monks are underpowered (particularly unarmed monks), you haven’t been paying close enough attention to the new feats that have surfaced.

The first step when making a strong unarmed character is taking style feats. Dragon Style and Dragon Ferocity are by far the most powerful and least feat-intensive, allowing a strength-based monk to deal truly shocking amounts of damage. The Crane Style feat line is monstrous defensively, and in my home game, there have been several fights in which our DM has simply proclaimed victory for us without rolling dice thanks to Crane Wing and some clever positioning. Snake Style is quite good as well, having some solid defensive options and the rather strong Snake Fang feat, though Snake Sidewind is somewhat unimpressive.

If you go with Dragon Style (which is my primary recommendation), keep your starting strength somewhere between 16 and 18, and increase it at every available opportunity. Power Attack helps bump your damage up further, leaving most characters in the dust when comparing DPR.

All unarmed characters without exception should dip at least one or two levels in Monk. Between the free feats that you will definitely care about, Flurry of Blows, better unarmed damage, and +2 to all saving throws, you really have nothing to complain about here. Four levels gets you a ki pool, a larger damage die, better saves, slow fall, and better AC when unarmored. One thing to keep in mind is that Flurry of Blows, the best thing about dipping Monk, is not lost when wearing armor. That means your Paladin can dip a level or two of monk and still rock out in her full plate, punching the daylights out of people.

Now that the Martial Artist Monk archetype exists, multiclass monks are no longer restricted to being lawful, opening up a wide range of interesting possibilities. Do not underestimate unarmed characters; they can be exceptionally powerful.

Advantages:

  • Lots of room to customize with Style Feats
  • Dragon Style and Dragon Ferocity results in staggering amounts of damage
  • Crane Style can turn characters into monstrous tanks
  • Many attack per round thanks to Ki Pool and / or Flurry of Blows

Disadvantages:

  • Levels in Monk are practically required
  • Can be feat-intensive
  • Amulets of Mighty Fists are twice as expensive as an equivalent weapon

Recommended Classes:

  • Monk
  • Monk multiclass dip
* next to a class indicates that it requires a specific build / equipment to be viable. Feel free to ask if more detail is desired.

Pathfinder Multiclassing and You: A How-to Guide

Multiclassing can be a fun, rewarding way to make a unique and interesting character.  It’s fun coming to the game table and having other players say “you’re a WHAT? Wow, that’s really weird / strange / cool / awesome / h4x0rz.” There are tricks to doing it successfully though, and it’s important to remember them, in order to optimize a character’s effectiveness.

Mind Your Base Attack Bonus (BAB) and / or Spellcasting Progression:

This is the biggest and most important part of multiclassing. First decide whether your character is going to be primarily focused on spellcasting or on combat (ie. melee, unarmed, ranged). It is usually better to pick one or the other instead of trying to be good at both, as usually you’ll end up a wishy-washy mix of “meh” (with a few exceptions).

Base Attack Bonus:

If you aren’t careful, you can run into some major problems even with classes that sound like they’re made to play well together. Let’s take the example of a multiclass Rogue 5 / Assassin 1 / Red Mantis Assassin 1. Sounds good, right? They all have a decent BAB, they’re all sneaky, they all throw sneak attack dice… so what’s the problem, you ask? The problem is that at level 7 you have a +3 BAB; that’s the equivalent of a single-class Wizard of your level! And that same Wizard will STILL be at your BAB NEXT level, too! Not to mention most Red Mantis Assassins are dual-wielding, which hurts your already ailing attack bonus even further. Keep in mind that this problem will get better over time as you take more levels in both of your prestige classes, but that could be a painful process considering how shoddy your BAB is.

I know what you’re thinking… “but Uni, where did I go wrong??” Well my friend, where you went wrong was in not watching your BAB. Let’s look at the progression of a Medium BAB for a moment:

  • 1: +0
  • 2: +1
  • 3: +2
  • 4: +3
  • 5: +3
  • 6: +4
  • 7: +5
  • 8: +6
  • 9: +6
  • etc…

Okay… so as you can see, at levels 1, 5, and 9, you’re losing out on a BAB. The problem with the build above is that for every 1 level you throw into another Medium BAB class, your attack bonus (and progression towards another iterative attack) stagnates. Likewise, from a BAB standpoint, you picked the WORST possible time to take a new class on a combat focused character, because you stopped taking levels in your current class just as you lost another BAB. The black bolded levels illustrate the ideal time to multiclass for a combat focused character; the level BEFORE you lose another BAB progression (marked in red). Unfortunately, most prestige classes require that you be at least level 5 to gain entry, so that means unless we want to start hurting our BAB, we have to wait until we have 8 levels of rogue under our belt before we start throwing in levels of Assassin or Red Mantis Assassin.

The previous character was an example of a medium BAB class multiclassing to a different medium BAB class; there are other cases where you can create very powerful multiclass melee characters by taking four or so levels of a medium BAB class to supplement a full BaB class. A multiclass Ninja 4 / Paladin 6 for example, is only losing a single point of BAB while gaining better skill points and skills access, 2d6 Sneak Attack, two ninja tricks and a ki pool that allows them to make extra attacks or go invisible. Plus, he’s a Paladin AND a Ninja! How is that not awesome? He’s practically Batman! If you’d rather not slow down your Paladin progression by that much, two levels of Ninja will still net you 1d6 Sneak Attack, a Ki Pool, better skills and a Ninja Trick.

You can pull a similar trick by throwing 4 levels of Alchemist on your Fighter or Barbarian, giving you a mutagen and some solid self-buffs (and maybe sneak attack if you take the Vivisectionist archetype). Magus can be a great dip as well, though you’ll want to make sure you keep your off-hand free so you can make use of your Spell Combat ability.

Combining multiple full BAB classes is a far simpler process. Want to take a level of Barbarian or Ranger on your Fighter? Go for it! How about some Paladin thrown onto your Cavalier or Samurai? Why not? Because of the way Flurry of Blows scales, a monk could also be considered a full BAB class for most purposes as well. In fact, a monk dip can lead to some very powerful and unique characters indeed.

Spellcasting:

Multiclassing on a primary spellcaster (a character with spells that go up to 9th level and isn’t worried about physical combat) is tricky business. Your greatest strength (arguably your only strength in many cases) is your spell progression and access to spells of ever-increasing power. If you multiclass, you usually lose far more than you gain, unless you take a prestige class that also grants you spell progression. For that reason, certain prestige classes stick out as far better options than others, listed below.

  • Bloodmage
  • Cyphermage
  • Magaambyan Arcanist
  • Diabolist
  • Veiled Illusionist
  • Hellknight Signifer
  • Harrower
  • Genie Binder
  • Loremaster

That’s all the full spellcasting progression prestige classes. There are a few other ones that could be worth playing that you only lose one level of progression for, but any more than that is generally too great a sacrifice. Arcane Archers, Eldritch Knights and Arcane Tricksters are decent prestige classes as well, but they aren’t really fully spellcasting focused per-se, especially in the case of the Arcane Archer.

Additional Factors:

  • Look at the skills available to the classes you’re multiclassing into; combining full BAB classes to open up new skills can be quite helpful to some characters
  • Think carefully about which class to take levels in first if you’re planning on combining multiple base classes to better meet early feat prerequisites
  • Combining multiple base classes can give a great boost to a character’s saving throws, especially in the case of the Monk or Paladin
  • Watch for the levels at which you gain important class abilities, and plan accordingly (eg. A level 5 Fighter gets access to Weapon Training, a level 2 Paladin gets Divine Grace, a level 4 Monk gets Ki Pool, etc)
  • Take note of the most important ability scores of your primary class, and look for other classes that share that class’s primary scores and strengths (eg. Paladin and Ninja both rely on Charisma, and Strength based Ninjas are not uncommon)

Thus concludes my basic guide to building Pathfinder multiclass characters. Good luck, and happy gaming!

Unithralith